L L4D2node

restart

0x0017e030 · 184 bytes · __cdecl

_ZL7restartRK8CCommand

Decompiled

undefined (1 param)

/* restart(CCommand const&) */

void restart(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  bool bVar3;
  
  if (((DAT_003b7f64 < 2) || (1 < DAT_003b8064)) || (cmd_source != 1)) {
    return;
  }
  bVar3 = false;
  if (*(int *)param_1 == 2) {
    iVar2 = _V_stricmp(*(char **)(param_1 + 0x40c),"setpos");
    bVar3 = iVar2 == 0;
  }
  Host_Disconnect(false);
  cVar1 = CL_HL2Demo_MapCheck(&DAT_003b7f70);
  if ((cVar1 != '\0') && (cVar1 = CL_PortalDemo_MapCheck(&DAT_003b7f70), cVar1 != '\0')) {
    HostState_NewGame(&DAT_003b7f70,bVar3,false,false);
    return;
  }
  Warning("map load failed: %s not found or invalid\n",&DAT_003b7f70);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)